Category Archives: #1GAM

Whew! It’s been pretty crazy working on this tower defense so far. It’s been almost two weeks since I’ve gotten a post up here. Work has been stupid busy, along with real life and looking for an actual development job. So, here’s the progress update!

Towers can now be selected with the mouse. A window will pop up on the left side and show its stats.

Towers can change targeting priority through the tower selection window.

Enemy Pathfinding

I am using Astar pathfinding (a plugin) to move the Drifters. I’m using a Point graph where I set waypoints using an empty Game Object with cubes. I had to set the distance between getting the next waypoint at 0.1 because the Drifters were cutting corners. The Drifters will look for the waypoint tagged “End Zone”. This modular design will allow me to create any number of levels with predetermined paths.

Cash, Lives, Waves, and Tower Cost

Currently, the player starts out with $100. This value is kind of arbitrary because there is no cost structure to the towers. Right now, Missile towers are $30, Laser are $10, and Flamethrower are $20. The player collects money by destroying enemies. Each enemy is worth $2, so it is really easy to get lots of towers quickly.

The player starts out with a standard 10 lives. There are 5 waves in this current iteration. Not much to talk about with these points.

Other than that, I think that’s all I’ve done during the week! I’m definitely getting closer to wanting art assets and possibly (gasp) an artist.

This one is going to be short, because mostly what I did was create a game design document (GDD). As you may or may not know, I’m creating this tower defense game for the #1GAM jam that’s constantly going on. So, without further adieu, here’s the GDD in its current PDF form.

So, in order to fill out my portfolio, I’m working on making small game prototypes like a side-scrolling space shooter and this tower defense. I got the idea from “#1GAM: How to Succeed at Making One Game a Month”. I’ve been accelerating the process by only having a small brainstorming session to fill out the core motive of a game.